Guides

Residence Massacre Night 1 — The Mutant

Prep routes, door priorities, and mutant break patterns for your first clear.

Last updated:

Night 1 Walkthrough — Mutant

Night 1 introduces the Mutant — a large, direct attacker who tests whether your afternoon prep was real or cosmetic. This is the night most 190M+ visit players remember: planks snapping, flashlights flickering, and someone yelling about gas cans. Treat Night 1 as a training exam for systems you will reuse on Night 2 and Night 3. If you are brand new, read Getting Started and Controls before loading in.

Night 1 win condition

Survive until the night timer ends without the team wiping. You do not need to kill the Mutant — you need doors, windows, power, and camera intel to outlast it. Coins payout scales with clean clears, so fixing barricades early matters even when victory feels inevitable.

Pre-night checklist (daylight)

Complete these before the sky darkens:

  1. Four cameras online — follow Camera Setup for ladder placement and sight lines toward long hall approaches.
  2. Priority barricades — front entry, kitchen side window, and piano-room window first; details in Barricades & Generator.
  3. Generator fueled — at least one full gas can poured; second can staged nearby.
  4. Fuse box default state — flip any tripped breakers during prep; verify lights stay on when cameras activate.
  5. Radio on — audio telegraphs the Mutant’s first roar earlier than visual spawns.
  6. Flashlights equipped — power dips are gentler on Night 1 but still happen.

Assign roles now: camera caller, hammer main, fuel runner, floater for planks.

Mutant behavior profile

The Mutant is loud and linear. Expect:

  • Heavy footsteps on the approach side — radio and ambient audio spike before the model appears.
  • Single-target smashes on barricaded doors/windows — it does not elegantly path inside until a breach opens.
  • Priority on weak planks — partial repairs draw repeat hits on the same panel.
  • Brief retreat after sustained damage to a barricade — use the pause to fully hammer, not half-repair.

Unlike the Night 2 Stalker, the Mutant rarely punishes players standing in open lawns if barricades hold. Do not hero bait — repair windows instead.

Door and window priority order

When daylight is short, barricade in this order:

OrderLocationWhy
1Main front doorFirst Mutant pathing test
2Kitchen exterior windowWide breach angle
3Piano / living room windowAudio bait during radio events
4Garage or side hallway doorSecondary flank
5Interior closet doorsonly if extra planks remain

Interior doors are traps for new teams — they split hammer time while the Mutant still targets exterior weak points.

Phase-by-phase timeline

Phase A — First roar (0–25% night)

Mutant patrols exterior. Camera player calls compass direction (“east treeline”). Hammer player pre-positions at main door without over-repairing — one solid plank layer per slot is enough until first hit.

Phase B — First breach attempt (25–50%)

Expect smashes on main door or kitchen window. Floater fetches spare planks while hammer player holds interact repair. Fuel runner checks generator — Mutant phases sometimes dip power when cameras overload.

Phase C — Flank window (50–75%)

Mutant redirects to piano window if main door held. This is where teams without Camera Setup lose — caller must announce flank before planks pop.

Phase D — Final pressure (75–100%)

Double-taps on weakest remaining barricade. Dump second gas can if lights flicker. Everyone with a free hand equips flashlight for interior line-of-sight if a window breaks.

Co-op roles in practice

  • Camera caller — only person who narrates Mutant position; avoid hammer unless caller is down.
  • Hammer main — lives at the active door; calls “need planks” not “help.”
  • Fuel runner — owns generator and fuse box; see Barricades & Generator.
  • Floater — planks, ladder rescue, radio toggle if audio glitches.

Solo players: camera check every 20 seconds, hammer between checks, fuel only when lights dip — brutal but teaches timing.

Economy and first-night Coins

First clears award Coins (formerly TIX until August 2026 rename) toward cosmetics and upgrades. Repeat Night 1 twice if teammates are learning — consistency beats rushing Night 3 for payout. No promo codes apply; Codes is empty until Tea Studio drops rewards.

Common Night 1 failures

  • Camera player hammering — Mutant enters unnoticed from unmonitored side.
  • Split repairs — two half-fixed windows instead of one full fix.
  • Generator neglect — fuse trips look like Mutant breaches.
  • Ignoring radio — late rotate to flank window.
  • PvP habits — PvP was removed January 2026; do not expect duel tools.

After clearing Night 1

  1. Re-run cameras with intentional angles from Camera Setup.
  2. Study Night 2 before queueing — Stalker punishes sloppy audio.
  3. Optional lore: Spirit Helper memory triggers are friendly for second-session players.
  4. Track patches on Updates — night modifiers still receive QoL tweaks.

Night 1 is not “easy” — it is readable. Learn the Mutant’s rhythm here so later nights feel like variations, not roulette.

FAQ

Frequently Asked Questions

Quick answers for Residence Massacre survivors.

Can you kill the Mutant on Night 1?

Night 1 is a survival timer, not a boss DPS check. Focus on barricades and repairs; the Mutant retreats on its own schedule even if you attack it.

Which door should I barricade first on Night 1?

Main front door first, then kitchen exterior window, then piano-room window. That order covers the Mutant's earliest pathing and flank attempts.

How many gas cans do I need for Night 1?

Pour one full gas can before nightfall and stage a second near the generator. Night 1 power dips are lighter than Night 2 or Night 3 but still happen during camera load.

Is Night 1 required before Night 2?

Lobbies may let you pick nights directly, but you should clear Night 1 twice for muscle memory before Stalker audio mechanics in Night 2.

What should I buy with first-night Coins?

Prioritize upgrades or cosmetics that speed prep — faster barricade placement and clearer flashlight beams compound on every later night.